slang-shaders/crt/shaders/phosphorlut/phosphorlut-pass0.slang

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#version 450
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float PHOSPHOR_SCALE_X;
float PHOSPHOR_SCALE_Y;
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float phosphor_layout;
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} params;
#pragma parameter PHOSPHOR_SCALE_X "Phosphor Scale X" 2.0 1.0 12.0 1.0
#pragma parameter PHOSPHOR_SCALE_Y "Phosphor Scale Y" 4.0 1.0 12.0 1.0
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#pragma parameter phosphor_layout "Phosphor Layout" 1.0 1.0 3.0 1.0
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#define PHOSPHOR_SCALE_X params.PHOSPHOR_SCALE_X
#define PHOSPHOR_SCALE_Y params.PHOSPHOR_SCALE_Y
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#define phosphor_layout params.phosphor_layout
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layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
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layout(set = 0, binding = 3) uniform sampler2D shadow;
layout(set = 0, binding = 4) uniform sampler2D aperture;
layout(set = 0, binding = 5) uniform sampler2D slot;
layout(set = 0, binding = 6) uniform sampler2D firstPass;
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void main()
{
vec4 screen = vec4(texture(firstPass, vTexCoord).rgb, 1.0);
vec2 LUTeffectiveCoord = vec2(fract(vTexCoord.x * params.SourceSize.x / PHOSPHOR_SCALE_X), fract(vTexCoord.y * params.SourceSize.y / PHOSPHOR_SCALE_Y));
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vec4 phosphor_grid;
if (phosphor_layout == 1.0) phosphor_grid = vec4(texture(shadow, LUTeffectiveCoord).rgb, 1.0);
if (phosphor_layout == 2.0) phosphor_grid = vec4(texture(aperture, LUTeffectiveCoord).rgb, 1.0);
if (phosphor_layout == 3.0) phosphor_grid = vec4(texture(slot, LUTeffectiveCoord).rgb, 1.0);
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FragColor = screen * phosphor_grid;
}